The Inmates Are Running the Asylum Why High Tech Products Drive Us Crazy &How to Restore the Sanity - 2004 publication

 

[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z]

PalmPilot  2nd  3rd 

Parkinson's Law 

Peacock  [See Logitech ScanMan case study]

PenPoint computer 

perceptiveness in software 

performance measures 

perpetual intermediates  2nd  3rd  4th  5th 

personal goals  2nd  3rd  4th  5th  6th 

personalization of software  2nd 

personas  2nd  3rd  4th  [See also goals]

    as communications tools  2nd  3rd  4th 

    buyer personas  2nd 

    cast of characters  2nd  3rd 

    customer demands and  2nd 

    defining 

    designers' need for  2nd 

    Elemental Drumbeat case study  2nd 

    Logitech ScanMan case study  2nd  3rd  4th  5th 

    marketing personas 

    naming 

    negative personas 

    precision versus accuracy  2nd  3rd 

    primary personas  2nd 

    Shared Healthcare Systems project  2nd 

    skill levels  2nd 

    Sony Trans Com's P@ssport case study  2nd  3rd  4th 

        designing interface for  2nd  3rd  4th  5th 

    specifying  2nd 

    stereotyping 

    versus users  2nd  3rd 

picture-in-picture television

    cognitive friction of  2nd  3rd 

pilots

    programmers as 

Pinker, Steven 

planning

    financial/operational 

    product 

Pleas, Keith 

Porche Boxster

    design problems 

Porsche Boxster

    design problems 

Post-It Notes 

power user  [See apologist]

practical goals  2nd 

precision versus accuracy (in personas)  2nd  3rd 

presentation of choices  2nd  3rd 

primary personas  2nd 

Principle of Commensurate Effort 

problems (of computer)

    displaying to users  2nd 

processes

    changing  2nd  3rd 

    design-friendly  2nd 

processes (development)

    dehumanizing effects of  2nd 

product completion

    determining  2nd 

product descriptions  2nd 

    . feature list bargaining 

    blueprints as  2nd 

    versus feature lists 

product development

    customer-driven  2nd 

        as service provider  2nd  3rd 

        conceptual integrity  2nd 

    influences on 

product development managers  [See managers]

product development process

    filmmaking comparison  2nd  3rd  4th 

Product Managers

    deadline creation 

    fear of product cancellation  2nd 

product quality

    responsibility for  2nd 

product specifications

    versus design 

productivity loss  2nd  3rd  4th  5th 

products

    cancellations  2nd 

    late shipment  2nd 

program design

    defined 

    priority of 

    traditional practices  2nd 

programmers

    "feature list bargaining"  2nd 

    as "Homo logicus"  2nd  3rd  4th  5th  6th  7th 

    as apologists 

    as designers  2nd  3rd  4th 

        conflicts of interest 

        General Magic 

        shortcomings  2nd  3rd  4th  5th  6th  7th  8th  9th  10th 

        training 

    conflict of interest 

    control over products  2nd  3rd  4th 

    cost of  2nd 

    design documents and  2nd  3rd 

    psychology of  2nd 

        desire for control  2nd 

        desire for understanding  2nd 

        focus on possibilities  2nd  3rd 

        programmers as "jocks"  2nd  3rd  4th 

        programmers as pilots 

    role of  2nd 

    shortcomings  2nd  3rd 

    willingness to change  2nd 

programming

    before design 

        costs  2nd 

    complexity of 

    culture of  2nd 

        authority figures and 

        isolation  2nd 

        Microsoft  2nd  3rd  4th  5th 

        military culture comparison 

        propagation of 

        reusing code  2nd  3rd  4th 

        reverence for technical skill  2nd 

        scarcity thinking  2nd 

        sense of responsibility  2nd  3rd  4th 

        sense of superiority 

    designing before 

    usability testing and  2nd 

prototypes  2nd 

    as product foundations 

    in-car navigation system example  2nd  3rd 

    Ruby 

    value  2nd  3rd  4th 

    versus design  2nd 

psychology of programmers  2nd  3rd  [See also culture of programming]

    desire for control  2nd 

    desire for understanding  2nd 

    focus on possibilities  2nd  3rd 

    programmers as "jocks"  2nd  3rd  4th 

 

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